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mirror of https://github.com/TomHarte/CLK.git synced 2024-07-30 07:29:06 +00:00

Started commuting alpha to direction. The incoming amplitude is now honoured.

This commit is contained in:
Thomas Harte 2016-04-21 19:53:41 -04:00
parent 638b08302b
commit 4b9985626d
3 changed files with 15 additions and 12 deletions

View File

@ -104,8 +104,8 @@ Flywheel::SyncEvent CRT::get_next_horizontal_sync_event(bool hsync_is_requested,
#define source_input_position_y(v) (*(uint16_t *)&next_run[SourceVertexSize*v + SourceVertexOffsetOfInputPosition + 2]) #define source_input_position_y(v) (*(uint16_t *)&next_run[SourceVertexSize*v + SourceVertexOffsetOfInputPosition + 2])
#define source_output_position_x(v) (*(uint16_t *)&next_run[SourceVertexSize*v + SourceVertexOffsetOfOutputPosition + 0]) #define source_output_position_x(v) (*(uint16_t *)&next_run[SourceVertexSize*v + SourceVertexOffsetOfOutputPosition + 0])
#define source_output_position_y(v) (*(uint16_t *)&next_run[SourceVertexSize*v + SourceVertexOffsetOfOutputPosition + 2]) #define source_output_position_y(v) (*(uint16_t *)&next_run[SourceVertexSize*v + SourceVertexOffsetOfOutputPosition + 2])
#define source_phase(v) next_run[SourceVertexSize*v + SourceVertexOffsetOfPhaseAmplitudeAndAlpha + 0] #define source_phase(v) next_run[SourceVertexSize*v + SourceVertexOffsetOfPhaseAmplitudeAndOffset + 0]
#define source_amplitude(v) next_run[SourceVertexSize*v + SourceVertexOffsetOfPhaseAmplitudeAndAlpha + 1] #define source_amplitude(v) next_run[SourceVertexSize*v + SourceVertexOffsetOfPhaseAmplitudeAndOffset + 1]
#define source_phase_time(v) (*(uint16_t *)&next_run[SourceVertexSize*v + SourceVertexOffsetOfPhaseTime]) #define source_phase_time(v) (*(uint16_t *)&next_run[SourceVertexSize*v + SourceVertexOffsetOfPhaseTime])
void CRT::advance_cycles(unsigned int number_of_cycles, unsigned int source_divider, bool hsync_requested, bool vsync_requested, const bool vsync_charging, const Scan::Type type, uint16_t tex_x, uint16_t tex_y) void CRT::advance_cycles(unsigned int number_of_cycles, unsigned int source_divider, bool hsync_requested, bool vsync_requested, const bool vsync_charging, const Scan::Type type, uint16_t tex_x, uint16_t tex_y)

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@ -29,7 +29,7 @@ const GLsizei OutputVertexSize = 16;
// remapping occurs to ensure a continous stream of data for each scan, giving correct out-of-bounds behaviour // remapping occurs to ensure a continous stream of data for each scan, giving correct out-of-bounds behaviour
const GLsizei SourceVertexOffsetOfInputPosition = 0; const GLsizei SourceVertexOffsetOfInputPosition = 0;
const GLsizei SourceVertexOffsetOfOutputPosition = 4; const GLsizei SourceVertexOffsetOfOutputPosition = 4;
const GLsizei SourceVertexOffsetOfPhaseAmplitudeAndAlpha = 8; const GLsizei SourceVertexOffsetOfPhaseAmplitudeAndOffset = 8;
const GLsizei SourceVertexOffsetOfPhaseTime = 12; const GLsizei SourceVertexOffsetOfPhaseTime = 12;
const GLsizei SourceVertexSize = 16; const GLsizei SourceVertexSize = 16;

View File

@ -388,7 +388,7 @@ char *OpenGLOutputBuilder::get_input_vertex_shader()
"in vec2 inputPosition;" "in vec2 inputPosition;"
"in vec2 outputPosition;" "in vec2 outputPosition;"
"in vec3 phaseAmplitudeAndAlpha;" "in vec3 phaseAmplitudeAndOffset;"
"in float phaseTime;" "in float phaseTime;"
"uniform float phaseCyclesPerTick;" "uniform float phaseCyclesPerTick;"
@ -398,6 +398,7 @@ char *OpenGLOutputBuilder::get_input_vertex_shader()
"out vec2 inputPositionVarying;" "out vec2 inputPositionVarying;"
"out vec2 iInputPositionVarying;" "out vec2 iInputPositionVarying;"
"out float phaseVarying;" "out float phaseVarying;"
"out float amplitudeVarying;"
"void main(void)" "void main(void)"
"{" "{"
@ -405,7 +406,8 @@ char *OpenGLOutputBuilder::get_input_vertex_shader()
"iInputPositionVarying = inputPosition;" "iInputPositionVarying = inputPosition;"
"inputPositionVarying = (inputPosition + vec2(0.0, 0.5)) / vec2(textureSize);" "inputPositionVarying = (inputPosition + vec2(0.0, 0.5)) / vec2(textureSize);"
"phaseVarying = (phaseCyclesPerTick * (outputPosition.x - phaseTime) + phaseAmplitudeAndAlpha.x) * 2.0 * 3.141592654;" "phaseVarying = (phaseCyclesPerTick * (outputPosition.x - phaseTime) + phaseAmplitudeAndOffset.x) * 2.0 * 3.141592654;"
"amplitudeVarying = phaseAmplitudeAndOffset.y;"
"vec2 eyePosition = 2.0*(outputPosition / outputTextureSize) - vec2(1.0) + vec2(0.5)/textureSize;" "vec2 eyePosition = 2.0*(outputPosition / outputTextureSize) - vec2(1.0) + vec2(0.5)/textureSize;"
"gl_Position = vec4(eyePosition, 0.0, 1.0);" "gl_Position = vec4(eyePosition, 0.0, 1.0);"
@ -420,12 +422,12 @@ char *OpenGLOutputBuilder::get_input_fragment_shader()
asprintf(&composite_shader, asprintf(&composite_shader,
"%s\n" "%s\n"
"const mat3 rgbToYUV = mat3(0.299, -0.14713, 0.615, 0.587, -0.28886, -0.51499, 0.114, 0.436, -0.10001);" "const mat3 rgbToYUV = mat3(0.299, -0.14713, 0.615, 0.587, -0.28886, -0.51499, 0.114, 0.436, -0.10001);"
"float composite_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase)" "float composite_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase, float amplitude)"
"{" "{"
"vec3 rgbColour = clamp(rgb_sample(texID, coordinate, iCoordinate), vec3(0.0), vec3(1.0));" "vec3 rgbColour = clamp(rgb_sample(texID, coordinate, iCoordinate), vec3(0.0), vec3(1.0));"
"vec3 yuvColour = rgbToYUV * rgbColour;" "vec3 yuvColour = rgbToYUV * rgbColour;"
"vec2 quadrature = vec2(sin(phase), cos(phase)) * 0.1;" "vec2 quadrature = vec2(sin(phase), cos(phase)) * amplitude;"
"return dot(yuvColour, vec3(0.9, quadrature));" "return dot(yuvColour, vec3(1.0 - amplitude, quadrature));"
"}", "}",
_rgb_shader); _rgb_shader);
// TODO: use YIQ if this is NTSC // TODO: use YIQ if this is NTSC
@ -438,6 +440,7 @@ char *OpenGLOutputBuilder::get_input_fragment_shader()
"in vec2 inputPositionVarying;" "in vec2 inputPositionVarying;"
"in vec2 iInputPositionVarying;" "in vec2 iInputPositionVarying;"
"in float phaseVarying;" "in float phaseVarying;"
"in float amplitudeVarying;"
"out vec4 fragColour;" "out vec4 fragColour;"
@ -447,7 +450,7 @@ char *OpenGLOutputBuilder::get_input_fragment_shader()
"void main(void)" "void main(void)"
"{" "{"
"fragColour = vec4(composite_sample(texID, inputPositionVarying, iInputPositionVarying, phaseVarying));" "fragColour = vec4(composite_sample(texID, inputPositionVarying, iInputPositionVarying, phaseVarying, amplitudeVarying));"
"}" "}"
, composite_shader); , composite_shader);
@ -591,21 +594,21 @@ void OpenGLOutputBuilder::prepare_source_vertex_array()
{ {
GLint inputPositionAttribute = composite_input_shader_program->get_attrib_location("inputPosition"); GLint inputPositionAttribute = composite_input_shader_program->get_attrib_location("inputPosition");
GLint outputPositionAttribute = composite_input_shader_program->get_attrib_location("outputPosition"); GLint outputPositionAttribute = composite_input_shader_program->get_attrib_location("outputPosition");
GLint phaseAmplitudeAndAlphaAttribute = composite_input_shader_program->get_attrib_location("phaseAmplitudeAndAlpha"); GLint phaseAmplitudeAndOffsetAttribute = composite_input_shader_program->get_attrib_location("phaseAmplitudeAndOffset");
GLint phaseTimeAttribute = composite_input_shader_program->get_attrib_location("phaseTime"); GLint phaseTimeAttribute = composite_input_shader_program->get_attrib_location("phaseTime");
glBindVertexArray(source_vertex_array); glBindVertexArray(source_vertex_array);
glEnableVertexAttribArray((GLuint)inputPositionAttribute); glEnableVertexAttribArray((GLuint)inputPositionAttribute);
glEnableVertexAttribArray((GLuint)outputPositionAttribute); glEnableVertexAttribArray((GLuint)outputPositionAttribute);
glEnableVertexAttribArray((GLuint)phaseAmplitudeAndAlphaAttribute); glEnableVertexAttribArray((GLuint)phaseAmplitudeAndOffsetAttribute);
glEnableVertexAttribArray((GLuint)phaseTimeAttribute); glEnableVertexAttribArray((GLuint)phaseTimeAttribute);
const GLsizei vertexStride = SourceVertexSize; const GLsizei vertexStride = SourceVertexSize;
glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer); glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
glVertexAttribPointer((GLuint)inputPositionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)SourceVertexOffsetOfInputPosition); glVertexAttribPointer((GLuint)inputPositionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)SourceVertexOffsetOfInputPosition);
glVertexAttribPointer((GLuint)outputPositionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)SourceVertexOffsetOfOutputPosition); glVertexAttribPointer((GLuint)outputPositionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)SourceVertexOffsetOfOutputPosition);
glVertexAttribPointer((GLuint)phaseAmplitudeAndAlphaAttribute, 3, GL_UNSIGNED_BYTE, GL_TRUE, vertexStride, (void *)SourceVertexOffsetOfPhaseAmplitudeAndAlpha); glVertexAttribPointer((GLuint)phaseAmplitudeAndOffsetAttribute, 3, GL_UNSIGNED_BYTE, GL_TRUE, vertexStride, (void *)SourceVertexOffsetOfPhaseAmplitudeAndOffset);
glVertexAttribPointer((GLuint)phaseTimeAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)SourceVertexOffsetOfPhaseTime); glVertexAttribPointer((GLuint)phaseTimeAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)SourceVertexOffsetOfPhaseTime);
} }
} }